/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SKYFIRE_CREATUREAI_H
#define SKYFIRE_CREATUREAI_H

#include "Common.h"
#include "Creature.h"
#include "UnitAI.h"

class WorldObject;
class Unit;
class Creature;
class Player;
class SpellInfo;

#define TIME_INTERVAL_LOOK   5000
#define VISIBILITY_RANGE    10000

//Spell targets used by SelectSpell
enum SelectTargetType
{
    SELECT_TARGET_DONTCARE = 0,                             //All target types allowed

    SELECT_TARGET_SELF,                                     //Only Self casting

    SELECT_TARGET_SINGLE_ENEMY,                             //Only Single Enemy
    SELECT_TARGET_AOE_ENEMY,                                //Only AoE Enemy
    SELECT_TARGET_ANY_ENEMY,                                //AoE or Single Enemy

    SELECT_TARGET_SINGLE_FRIEND,                            //Only Single Friend
    SELECT_TARGET_AOE_FRIEND,                               //Only AoE Friend
    SELECT_TARGET_ANY_FRIEND                                //AoE or Single Friend
};

//Spell Effects used by SelectSpell
enum SelectEffect
{
    SELECT_EFFECT_DONTCARE = 0,                             //All spell effects allowed
    SELECT_EFFECT_DAMAGE,                                   //Spell does damage
    SELECT_EFFECT_HEALING,                                  //Spell does healing
    SELECT_EFFECT_AURA                                      //Spell applies an aura
};

enum SCEquip
{
    EQUIP_NO_CHANGE = -1,
    EQUIP_UNEQUIP = 0
};

class CreatureAI : public UnitAI
{
protected:
    Creature* const me;

    bool UpdateVictim();
    bool UpdateVictimWithGaze();

    void SetGazeOn(Unit* target);

    Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN);
    Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN);
    Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TempSummonType::TEMPSUMMON_CORPSE_TIMED_DESPAWN);

public:
    void Talk(uint8 id, WorldObject const* whisperTarget = NULL);
    explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false), m_canSeeEvenInPassiveMode(false)
    { }

    virtual ~CreatureAI() { }

    /// == Reactions At =================================

    // Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
    void MoveInLineOfSight_Safe(Unit* who);

    bool CanSeeEvenInPassiveMode() const { return m_canSeeEvenInPassiveMode; }
    void SetCanSeeEvenInPassiveMode(bool canSeeEvenInPassiveMode) { m_canSeeEvenInPassiveMode = canSeeEvenInPassiveMode; }

    // Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
    virtual bool CanRespawn() { return true; }

    // Called for reaction at stopping attack at no attackers or targets
    virtual void EnterEvadeMode();

    // Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
    virtual void EnterCombat(Unit* /*victim*/) { }

    // Called when the creature is killed
    virtual void JustDied(Unit* /*killer*/) { }

    // Called when the creature kills a unit
    virtual void KilledUnit(Unit* /*victim*/) { }

    // Called when the creature summon successfully other creature
    virtual void JustSummoned(Creature* /*summon*/) { }
    virtual void IsSummonedBy(Unit* /*summoner*/) { }

    virtual void SummonedCreatureDespawn(Creature* /*summon*/) { }
    virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { }

    // Called when hit by a spell
    virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { }

    // Called when spell hits a target
    virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { }

    // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
    virtual void AttackedBy(Unit* /*attacker*/) { }
    virtual bool IsEscorted() { return false; }

    // Called when creature is spawned or respawned (for reseting variables)
    virtual void JustRespawned() { Reset(); }

    // Called at waypoint reached or point movement finished
    virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { }

    void OnCharmed(bool apply);

    // Called at reaching home after evade
    virtual void JustReachedHome() { }

    void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f);

    // Called at text emote receive from player
    virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) { }

    // Called when owner takes damage
    virtual void OwnerAttackedBy(Unit* /*attacker*/) { }

    // Called when owner attacks something
    virtual void OwnerAttacked(Unit* /*target*/) { }

    /// == Triggered Actions Requested ==================

    // Called when creature attack expected (if creature can and no have current victim)
    // Note: for reaction at hostile action must be called AttackedBy function.
    //virtual void AttackStart(Unit*) { }

    // Called at World update tick
    virtual void UpdateAI(const uint32 /*diff*/) { }

    virtual void ExecuteEvent(uint32 /*eventId*/) { }

    /// == State checks =================================

    // Is unit visible for MoveInLineOfSight
    //virtual bool IsVisible(Unit*) const { return false; }

    // called when the corpse of this creature gets removed
    virtual void CorpseRemoved(uint32& /*respawnDelay*/) { }

    // Called when victim entered water and creature can not enter water
    //virtual bool CanReachByRangeAttack(Unit*) { return false; }

    /// == Fields =======================================

    // Pointer to controlled by AI creature
    //Creature* const me;

    virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { }

    virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { }

    virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; }
protected:
    virtual void MoveInLineOfSight(Unit* /*who*/);

    bool _EnterEvadeMode();

private:
    bool m_MoveInLineOfSight_locked;
    bool m_canSeeEvenInPassiveMode;
};

enum Permitions
{
    PERMIT_BASE_NO = -1,
    PERMIT_BASE_IDLE = 1,
    PERMIT_BASE_REACTIVE = 100,
    PERMIT_BASE_PROACTIVE = 200,
    PERMIT_BASE_FACTION_SPECIFIC = 400,
    PERMIT_BASE_SPECIAL = 800
};

#endif
